using System.Collections;
using System.Collections.Generic;
using UnityEngine;
///
/// 查找边
///
public class FindSide : ModuleFind {
public readonly float FindRange = 0.01f;
/// 板片资产
public ModuleAssets AssetsPlate => ModuleCore.AssetsPlate;
protected override void Awake() => ModuleCore.FindSide = this;
public override bool Find(Vector3 position, out DataPlateSide side) {
List plates = AssetsPlate.Datas;
for (int i = 0; i < plates.Count; i++) {
Vector3 localPosition = position - plates[i].dataDesign.position;
side = Find(plates[i], localPosition);
if (side != null) { return true; }
}
side = null; return false;
}
/// 查询匹配的边
private DataPlateSide Find(DataPlate plate, Vector3 localPosition) {
for (int i = 0; i < plate.plateSides.Count; i++) {
DataPlateSide side = Find(plate.plateSides[i], localPosition);
if (side != null) { return side; }
}
return null;
}
/// 查询匹配的边
private DataPlateSide Find(DataPlateSide side, Vector3 localPosition) {
DataPlateSideDesign design = side.dataDesign;
for (int i = 0; i < design.lines.Length; i++) {
Vector3 a = design.lines[i].a;
Vector3 b = design.lines[i].b;
float distance = ProjectDistance(a, b, localPosition);
if (distance < FindRange) { return side; }
}
return null;
}
///
/// 向量投影法
/// 计算点c到线段ab最近的点
///
///
///
///
/// 如果不在线段上返回 float.MaxValue
public static float ProjectDistance(Vector3 a, Vector3 b, Vector3 c) {
Vector3 ab = b - a;
Vector3 ac = c - a;
Vector3 p = Vector3.Project(ac, ab);
if (ab.normalized != p.normalized) { return float.MaxValue; }
if (ab.magnitude < p.magnitude) { return float.MaxValue; }
return Vector3.Distance(c, p + a);
}
}